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2008-11-12* refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey9-107/+119
SceneGraph to make it more descriptive of its intended function
2008-11-12* Stop the pointless passing of a scene's own region handler back to it in ↵Justin Clarke Casey7-166/+167
region comms * Some scene methods ignored it, others did nothing if the region handler given did not match their own (which would never be triggered)
2008-11-12Change HTTP server backlog/acceptors to 64, per Adam ZMelanie Thielker1-1/+1
2008-11-12* Stop locking the scene presences dictionary for the entire agent crossing ↵Justin Clarke Casey2-14/+20
part of the login sequence * This may alleviate a little the freezing experienced by existing avatars when a new client logs in * Race condition risks look minimal since one wouldn't expect another thread to start fiddling with that presence
2008-11-12From: Alan Webb (alan_webb@us.ibm.com)Dr Scofield1-1/+1
Fix the broken llSetTimerEvent implementation (sec == 0 was not possible anymore).
2008-11-12Revamp inventory transfer module, step 1. Inventory will now be saved ifMelanie Thielker2-109/+138
destination user is offline/out of range. No more eternal cache is needed for tracking IDs. Code cleanup. Removed some casts from IScene to Scene. Decline now properly places item in trash rather than deleting it outright.
2008-11-12* Set defaults on the allowed LSL Compilers to 'lsl' unless you've specified ↵Teravus Ovares1-1/+1
otherwise.
2008-11-12Add the missing bits that got lost in the prim clamping commit. This shouldMelanie Thielker1-0/+17
actually make it work
2008-11-11* Create TestScene to get at the async object deleter for use in a future testJustin Clarke Casey3-3/+58
2008-11-11* Put an Enabled switch on the async object deleter for future testing purposesJustin Clarke Casey3-3/+21
2008-11-11Prevent pieces from other people's HUDs from displaying at the center ofMelanie Thielker5-9/+16
every user's HUD
2008-11-11minor: refactor some SceneTests code for future testsJustin Clarke Casey1-7/+24
2008-11-11* minor: remove log message that gives wrong user server 'version'Justin Clarke Casey1-2/+0
2008-11-11* Restore storing null to represent 'missing asset' requests in the AssetCacheJustin Clarke Casey1-6/+9
* If we don't do this then callers to the polling GetAsset wait the full polling time before returning
2008-11-11* Minor typing fixes in AssetCache - now uses base types for nearly everything.Adam Frisby2-85/+56
* Code Cleanliness Fixes in LLClientView * Using field instead of local variable for handlerUpdatePrimGroupRotation (if you notice any new oddities with prim group rotation after this patch, please mantis)
2008-11-11* Implement basic region filtering as described in ↵Justin Clarke Casey7-29/+83
https://lists.berlios.de/pipermail/opensim-dev/2008-November/003468.html * This is done by sending a 'major interface version' number on sim registration. Developers must increment this every time they make a change that would make the previous OpenSim revision failure incompatible with the new one (non-fatal incompatibilities are fine). * This number resides in OpenSim.Framework.Servers.VersionInfo.MajorInterfaceVersion * This allows the grid service to stop older, incompatible regions from connecting
2008-11-11Mantis#2604. Thank you kindly, Diva for a patch that:Charles Krinke1-4/+10
This patch changes a couple of methods in Scene.Inventory to virtual, so they can be overridden in subclasses. DeleteToInventory now returns the UUID of the newly created asset, so that further actions on it can be pursued in subclasses. This will make my life easier for making inventory accessible in the hypergrid.
2008-11-11If the proxy is on, we need to ignore the extra 6 bytes in the packet.Mike Mazur1-0/+1
2008-11-11Add ClampPrimSize option to ensure no prim can exceed the set size. ThisMelanie Thielker1-0/+2
will allow people who don't want megaprims in their sim to prevent them from being created. Any prim rezzed or pulled across the border will be clamped to the size specified in OpenSim.ini if this option is set.
2008-11-11Fix a nullref in attachment packingMelanie Thielker1-0/+7
2008-11-11Allow gods to terraform without limits. Respect the Allow Others ToMelanie Thielker5-10/+12
Terraform flag in land.
2008-11-11Fix llList2Integer to have the same semantics as an (integer) cast. HandleMelanie Thielker1-4/+2
mixed number/letter content properly.
2008-11-11Update svn properties, minor formatting cleanup.Jeff Ames3-8/+9
2008-11-10* Commit allows downloading of the .raw terrain from the estate tools.Teravus Ovares6-6/+76
* Implements the SendInitiateDownload method in IClientAPI * Uses the ITerrainModule Interface to write a terrain file to disk then uses a FileStream to read the binary file from the disk and put it in a byte array. and save to the xFer list. * It then tells the client to download the file and the client initiates an Xfer request.
2008-11-10* Remove mono warningsJustin Clarke Casey1-32/+9
* Remove duplicate test part
2008-11-10* refactor: clean up SOG xml2 reloading to reuse more codeJustin Clarke Casey2-13/+4
2008-11-10Restore the independent LocalID numbering for avatars. Fixes an issue whereMelanie Thielker3-1/+13
it becomes impossible to cross back into a region you came from, or freeze several seconds after region crossings.
2008-11-10* refactor: Make xml (orig format) loading method reuse existing set root ↵Justin Clarke Casey1-9/+15
part method * miscellaneous doc/log message changes
2008-11-10fix unit tests use SetRootPart nowSean Dague1-3/+3
From: Sean Dague <sdague@gmail.com>
2008-11-10make things compile, but the test still fails because of the root partSean Dague1-3/+0
changes
2008-11-10Lock tests on EntityList.cs, multithreaded object additionSean Dague2-1/+290
and removal. From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
2008-11-10* minor: remove useless exception catchJustin Clarke Casey2-10/+2
2008-11-10* refactor: Expose SOG.SetRootPart for outsiders to use rather than setting ↵Justin Clarke Casey9-29/+19
RootPart and adding the part separately * Make RootPart read only
2008-11-10Removed some debug output I forgot to remove...Homer Horwitz1-13/+0
2008-11-10* Take out the 1 second sleep debugging line in ScenePresenceJustin Clarke Casey1-1/+0
2008-11-10* Refactor the callers of SOG.SetPartAsRoot() to use common codeJustin Clarke Casey1-31/+18
2008-11-10* minor: Remove old dead and buried datastore codeJustin Clarke Casey3-1288/+0
2008-11-10minor: remove mono compiler warningsJustin Clarke Casey7-16/+16
2008-11-10* Extend basic scene test to retrieve the object from the scene and match uuidsJustin Clarke Casey6-72/+37
* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway * Remove unused constructors
2008-11-10this changeset adds an option to RemoteAdmin to limit the number ofDr Scofield1-0/+7
regions that XmlRpcCreateRegion will create: if region_limit is != 0 then XmlRpcCreateRegion will only create a new region if the number of regions already existing is below region_limit.
2008-11-10Keep dropped prims from being temp-on-rez and getting cleaned upMelanie Thielker1-0/+1
2008-11-10another small bit of startup refactoringMW1-0/+5
2008-11-10From: Christopher Yeoh <cyeoh@au1.ibm.com>Sean Dague1-1/+7
This patch addresses mantis bug 2576. http://opensimulator.org/mantis/view.php?id=2576 Briefly, if you call llDie from many scripts at the same time (say a build is cleaning up excess objects) then OpenSim deadlocks. Avatars are unable to move, and whilst the console is active you can't do much without it also locking up. This only occurs with the XEngine script engine enabled. I have attached a patch which works, but I'm not sure its the right way to address the problem. The fundamental problem is that a lock on a SceneObjectGroup's m_parts is taken when the object is deleted, a callback to the script engine occurs and a fair way down the callchain, potentially there are locks taken on several other SceneObjectGroup's m_parts. Deadlock then occurs if you get unlucky enough to get in the situation where with several llDie's are called and SceneObjectGroups have taken a lock on their own m_parts, and end up waiting on each other's locks to become available. The patch adds a lock at a high level so that that the removal of script instances from an object only occurs once per scene at a time. This avoids the potential of deadlock. Theoretically there could be some performance hit but AFAICT the path taken is not a common occurrence. Would welcome any suggestions for a better solution, otherwise feel free to apply :-) Note this patch was built against the 0.6.0 freeze as trunk was rather broken for me this morning (creating a script killed the client connection).
2008-11-10The region proxy for the load balancer module works again. The incoming ↵Johan Berntsson2-16/+20
proxy messages were not properly decoded.
2008-11-10Prevent AO from crashing the sim if the user logs out before the script Melanie Thielker1-0/+3
stops
2008-11-10Add a MinTimerInterval, defaulted at 0.5s, to the scripting configurationMelanie Thielker1-0/+5
2008-11-10Stop attachments from causing an update to be sent on every frame in whichMelanie Thielker4-7/+13
an avatar moves.
2008-11-10Thank you, idb, for a patch that fixes avatar height calculationMelanie Thielker2-17/+11
Our feet will now be above ground
2008-11-09* Fixed asset bug.Adam Frisby1-2/+2
2008-11-09Prevent updates about other people's HUD objects being sentMelanie Thielker1-0/+3